Elementalist
While in battle Elementalist has access to four different Elements - Fire, Water, Air and Earth. Attuning to one of these Elements, Elementalist changes his weapon skills depending the weapon he is currently wearing. Moreover, switching to an attunement can modify some slot skills.
Skill | Description | ||
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10 | Attune to fire, gaining heavy damage and burning abilities. | |
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10 | Attune to water, gaining superior support and healing abilities. | |
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10 | Attune to air, gaining heavy damage and control abilities. | |
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10 | Attune to earth, gaining superior damage-over-time and defensive abilities. |
Tempest top
Tempest gets access to Overloads - a profession mechanic that grants additional skills while in each attunement to deliver high-pressure sustained damage, control, and healing to nearby areas. Using the overload causes the attunement to go on recharge.
Skill | Description | |||
Fire | ||||
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4 | 20 | Overload. Unleash your flames, granting might to allies and burning enemies. Finishing the cast creates a tornado that continues to grant might and burn foes. Using this skill causes the attunement to have a longer recharge. | |
Water | ||||
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4 | 20 | Overload. Create a surge of accumulated water magic, healing and cleansing allies. When the cast ends, heal the area and apply regeneration. Using this skill causes the attunement to have a longer recharge. | |
Air | ||||
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4 | 20 | Overload. Use your air magic to summon a nimbus that repeatedly strikes nearby enemies. When this ability is complete, imbue your allies with electricity and create a lingering static region that strikes enemies at the same interval. Using this skill causes the attunement to have a longer recharge. | |
Earth | ||||
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4 | 20 | Overload. Ride your stored earth magic around, granting protection to other allies you move over and crippling enemies, then deliver a final immobilizing blast of power to the area, leaving behind a dust cyclone that delivers the same effects as the overload. Using this skill causes the attunement to have a longer recharge. |
Weaver top
Weaver can be attuned to two elements at once. When attuning to a new element, the current main-hand attunement switches to the off hand, while the new attunement is placed on the main hand. You can attune to the same element twice in a row. The main-hand attunement specifies skills in slots 1 and 2, the off-hand attunement specifies slots 4 and 5, and the skill in slot 3 depends on the combination of both attunements. Being attuned to two different elements results in a corresponding Dual Attack in slot 3, regardless of the attunements' order.
Skill | Description | |||
Hammer | ||||
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18 | Dual Attack. Summon projectiles of fire and ice that circle around you, striking enemies they pass through. While the fire projectile is active, it grants you increased outgoing damage. While the ice projectile is active, you take reduced damage from conditions. Summoning a circular projectile refreshes the duration of all other circular projectiles. | ||
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18 | Dual Attack. Summon projectiles of fire and air that circle around you, striking enemies they pass through. While the fire projectile is active, it grants you increased outgoing damage. While the air projectile is active, your chance to critically strike is increased. Summoning a circular projectile refreshes the duration of all other circular projectiles. | ||
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18 | Dual Attack. Summon projectiles of fire and earth that circle around you, striking enemies they pass through. While the fire projectile is active, it grants you increased outgoing damage. While the earth projectile is active, you take reduced damage from strikes. Summoning a circular projectile refreshes the duration of all other circular projectiles. | ||
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18 | Dual Attack. Summon projectiles of ice and air that circle around you, striking enemies they pass through. While the ice projectile is active, you take reduced damage from conditions. While the air projectile is active, your chance to critically strike is increased. Summoning a circular projectile refreshes the duration of all other circular projectiles. | ||
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18 | Dual Attack. Summon projectiles of ice and earth that circle around you, striking enemies they pass through. While the ice projectile is active, you take reduced damage from conditions. While the earth projectile is active, you take reduced damage from strikes. Summoning a circular projectile refreshes the duration of all other circular projectiles. | ||
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18 | Dual Attack. Summon projectiles of air and earth that circle around you, striking enemies they pass through. While the air projectile is active, your chance to critically strike is increased. While the earth projectile is active, you take reduced damage from strikes. Summoning a circular projectile refreshes the duration of all other circular projectiles. | ||
Spear | ||||
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15 | Dual Attack. Gain fire and frost aura. Reduce the recharge of your primary attunement. | ||
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15 | Dual Attack. Gain might and superspeed. Reduce the recharge of your primary attunement. | ||
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15 | Dual Attack. Gain stability. Reduce the recharge of your primary attunement. | ||
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20 | Dual Attack. Remove a damaging and a nondamaging condition from yourself. Reduce the recharge of your primary attunement. | ||
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20 | Dual Attack. Heal yourself. Reduce the recharge of your primary attunement. | ||
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18 | Dual Attack. Create a brief storm of whirling rocks that destroy incoming projectiles. Reduce the recharge of your primary attunement. | ||
Staff | ||||
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1 | 15 | Dual Attack. Send out a vaporous projectile that heals allies it passes through. This projectile violently explodes if it hits the ground or strikes an enemy, healing allies and damaging foes in the area. | |
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¼ | 15 | Dual Attack. Launch a ball of plasma that explodes on impact at your foes. | |
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¾ | 15 | Dual Attack. Launch a molten rock that devastates an area. | |
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½ | 20 | Dual Attack. Launch a hurricane in a direction, healing allies and damaging enemies. | |
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½ | 20 | Dual Attack. Create an area that cripples and damages enemies. | |
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1½ | 18 | Dual Attack. After a short channel, launch a hyper-fast boulder that decimates foes in its path. | |
Dagger | ||||
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¾ | 18 | Dual Attack. Slide to an area, blasting foes with steam while healing nearby allies. | |
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¾ | 15 | Dual Attack. Burn your foes within a plasma blast. | |
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½ | 12 | Dual Attack. Blind your foes with burning ashes. | |
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18 | Dual Attack. Release a frigid wind that damages foes. | ||
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1 | 20 | Dual Attack. Trip your foes with mud as you slide past them. | |
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½ | 18 | Dual Attack. Shred foes with a storm of stones. Take reduced damage while the storm is active. | |
Pistol | ||||
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1 | 15 | Dual Attack. Fire multiple bullets of fire and ice, inflicting conditions. If you have a fire bullet, consume it to gain fire aura. If you have an ice bullet, consume it to cause the ice shots to inflict additional conditions. | |
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½ | 12 | Dual Attack. Fire a ball of plasma that explodes when it hits, striking enemies behind the target. If you have a fire bullet, consume it to create an area of fire beneath the initial target. If you have an air bullet, consume it to reduce the cooldown of this skill. | |
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½ | 15 | Dual Attack. Bombard your foe with a meteor that inflicts multiple conditions. If you have a fire bullet, consume it to cause the shot to explode when it strikes an enemy, damaging other foes in the blast. If you have an earth bullet, consume it to inflict additional bleeding. | |
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¾ | 18 | Dual Attack. Evade backward and grant yourself boons. If you have an ice bullet, consume it to gain frost aura. If you have an air bullet, consume it to gain superspeed. | |
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¾ | 15 | Dual Attack. Bleed your foe with ice and stone. If you have an ice bullet, consume it to heal yourself. If you have an earth bullet, consume it to grant yourself barrier. | |
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½ | 12 | Dual Attack. Fire a quick shot that debilitates your target. If you have an air bullet, consume it to also inflict daze. If you have an earth bullet, consume it to also inflict bleeding on your target. | |
Scepter | ||||
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¾ | 15 | Dual Attack. Launch a fire and ice bolt while evading. | |
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1¼ | 18 | Dual Attack. Fire a superheated jet of plasma at your foe. | |
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1 | 12 | Dual Attack. Call a meteor from the sky that crashes to the ground, creating an eruption of magma. | |
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¾ | 15 | Dual Attack. Whirl air and ice together, sending out a supercooled projectile that chills enemies it strikes. | |
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¾ | 15 | Dual Attack. Bleed your foe with ice and sharpened stones. | |
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¾ | 20 | Dual Attack. Smite your enemies with the earth and sky, dealing damage from below and then stunning from above. | |
Sword | ||||
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¾ | 12 | Dual Attack. Quickly strike enemies in front of you with the extreme nature of fire and water. | |
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½ | 15 | Dual Attack. Strike enemies in an arc in front of you, creating burning vortexes on enemies you hit. | |
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¼ | 18 | Dual Attack. Cover yourself in an increasing barrier while dealing damage to nearby enemies. | |
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½ | 12 | Dual Attack. Form a frozen blade and spin it toward your enemies. | |
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½ | 15 | Dual Attack. Unleash a volley of ice and earth at your enemies. | |
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¾ | 20 | Dual Attack. Strike your enemies, lifting them and creating cyclones at their locations. | |
Trident | ||||
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1 | 15 | Dual Attack. Create a thermal vent around your target. | |
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½ | 12 | Dual Attack. Quickly heat the area around your enemy, melting defenses. | |
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¾ | 12 | Dual Attack. Gain a shield of earth, then release a molten burst from your location. | |
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½ | 20 | Dual Attack. Send out a supercooled shard that freezes enemies it hits. | |
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1 | 12 | Dual Attack. Inflict the area around your target with the immense pressures of the earth and sea. | |
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½ | 18 | Dual Attack. Launch a twisting earthen vortex at your enemies. |
Catalyst top
Catalyst can summon Jade Sphere in an area, creating a combo field and granting boons to allies in its radius based on the catalyst's current attunement. Deploying a sphere requires energy, which builds up through damage. Also Jade Sphere can improve effects of Augments.
Skill | Description | |||
Fire | ||||
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15 | Summon your jade sphere, creating a combo field and granting boons to allies in its radius based on its element. | ||
Water | ||||
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15 | Summon your jade sphere, creating a combo field and granting boons to allies in its radius based on its element. | ||
Air | ||||
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15 | Summon your jade sphere, creating a combo field and granting boons to allies in its radius based on its element. | ||
Earth | ||||
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10 | Summon your jade sphere, creating a combo field and granting boons to allies in its radius based on its element. |